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Protection
In battles, there are a few ways in order to protect yourself from damage or various other attack effects. These moves will always work the first turn they're used, with increased Speed Priority to try and make it go first in the turn. However, with these moves, if you successfully used one in the previous turn, the move has a 50% chance of failing this next turn.
There are a few ways to get through these blocks, but they vary from move to move. This page details each of the protection moves, as well as what moves can get through them.
Protect & Detect
Protect & Detect are the most common form of protection moves which you will find. This will prevent damage and effects of almost all possible attacks that would be inflicted upon the user.
There are a few moves and abilities which do break through this move; Lock On, Mind Reader and No Guard will allow the moves the opponent uses to land on the Pokémon regardless of this move. In addition to that, Thunder & Blizzard have a 30% chance of hitting if used within rain or hail respectively.
The following moves are also unaffected by Protect & Detect; Acupressure, Doom Desire (delayed damage only), Future Sight (delayed damage only), Feint, Imprison, Perish Song, Psych Up, Shadow Force, Transform
| Name |
Type |
Cat. |
PP |
Att. |
Acc. |
Effect |
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Detect
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5
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--
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--
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It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
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Protect
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10
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--
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--
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It enables the user to evade all attacks. Its chance of failing rises if it is used in succession.
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Endure
Endure runs differently to the other moves. It doesn't prevent damage from attacks, but rather it prevents the Pokémon from fainting.
When Endure is used and is successful, it will prevent the user from being knocked out by leaving the user with 1 Hit Point. This lasts the entire turn so it can receive multiple hits which end up doing no damage. This can be used with multiple strategies and moves including Reversal so that you can get your Hit Points down safely and then do massive damage
Several items and abilities work in a similar manner to Endure; Sturdy leaves the user with 1 Hit Point if the user was to be knocked out when having full Hit Points. In a similar manner, the item Focus Sash works in an identical way. However, the other item; Focus Band will work regardless of Hit Points as it has a 10% chance of allowing the user to hold on from a move which would knock it out. Like the previous item, it'll leave it at 1 Hit Point.
| Name |
Type |
Cat. |
PP |
Att. |
Acc. |
Effect |
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Endure
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10
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--
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--
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The user endures any attack with at least 1 HP. Its chance of failing rises if it is used in succession.
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Quick Guard
Quick Guard is an alternative to Protect. Unlike Protect, which works on all moves, Quick Guard prevents all effects from moves with a heightened Speed Priority. In addition to that, it also protects all the player's Pokémon on the field rather than just the user.
However, even though it blocks all moves with a Speed Priority of 1 or higher, it does not block moves increased in speed priority by the ability Prankster. In addition to that, the move Feint will hit through this move, as it does with Protect and Detect.
| Name |
Type |
Cat. |
PP |
Att. |
Acc. |
Effect |
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Quick Guard
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15
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--
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--
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The user protects itself and its allies from priority moves. If used in succession, its chance of failing rises.
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Wide Guard
Wide Guard is another alternative to Protect. However, Wide Guard protects against specific moves, specifically moves which have more than one target such as Surf & Earthquake. In addition to protecting the user, it protects all of the user's allies in battle for that turn.
This effect doesn't just correspond to moves used by the opponent, but it also protects allies from damage from moves by other allies which would inadvertantly damage them, such as Surf which hits all neighbouring Pokémon.
There are a few moves however, that it doesn't protect against; Clear Smog, Haze & Perish Song
| Name |
Type |
Cat. |
PP |
Att. |
Acc. |
Effect |
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Wide Guard
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10
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--
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--
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The user and its allies are protected from wide-ranging attacks for one turn. If used in succession, its chance of failing rises.
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